Author Topic: Blastlabs [Axe]  (Read 19604 times)

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Offline Hayleia

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Re: Blastlabs [Axe]
« Reply #15 on: September 10, 2012, 02:21:10 am »
You know what, I actually had your menu in mind when i suggested that!
Lol, I'm popular jk :P

Also, I think a poll should be made about 6MHz or 15MHz ;)
But as Deep Thought said, that would be great if your game runs on a regular 83+ so every French people would vote for 6MHz :)

(If you really want 15 MHz, just code like a noob in 6MHz and give your code to Runer112 every 10 minutes so he optimizes. He will get lazy some time and tell you "use Full" :P)
« Last Edit: September 10, 2012, 02:22:05 am by Hayleia »
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Offline squidgetx

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Re: Blastlabs [Axe]
« Reply #16 on: September 10, 2012, 12:49:22 pm »
I like how this thread has turned into an argument about 15 vs 6 mhz. Personally, I think that 15mhz is OK in certain cases. I just don't think that it's a good practice to subsititute Full for inefficient coding =/ only when it is needed for high levels of calculation (complicated AI, 3D calculations, textures, raycasting, large amounts of particle physics, etc). Plus it opens the game to a wider platform!

Anyway, back on topic, we are all waiting for you to give us something awesome regardless of Full/Normal, leafy (no pressure of course, hahaha). But seriously, like Builder said, can we get more details on the game?

« Last Edit: September 10, 2012, 12:50:26 pm by squidgetx »

Offline Sorunome

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Re: Blastlabs [Axe]
« Reply #17 on: September 10, 2012, 06:27:31 pm »
This is looking cool so far! I hope the game will turn out awesome :P

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Offline leafy

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Re: Blastlabs [Axe]
« Reply #18 on: September 10, 2012, 06:35:11 pm »
Hey guys,

Like squidgetx said, let's not get this off on a discussion about 6MHz vs 15MHz. They both have their merits. I'll try and keep it 6MHz if possible, but I've got a lot of cool features planned for this game that might not be possible at that kind of speed. I've had a few discussions with Runer, and what I might end up doing is making two versions in the final release - one will run at 6MHz but have no greyscale (which saves a lot of time in shifting buffers and DispGraphr and whatnot - it might also not include a lot of special effects) and the other will have all the features but will run at 15MHz. I personally don't like it when games sacrifice quality just for the sake of a wider audience; I see this happening a lot with iPhone games these days, and I think it's right to not force games to run on devices that can't run them. That being said, Tegra-only games are a total ripoff >:)

This game is going to be a fast-paced action platformer - The max level size will be 32x32, but I'm aiming for around 25-30 for both width/height for each level. It'll feature arcade-style platforming (think walljumping and soforth). The player will get a shotgun near the beginning of the game, and the objective of each level will be to kill all the enemies and grab three optional intel briefcases. The briefcases will be located in difficult-to get to places and will unlock new levels. Once all the enemies are killed, the level ends (I've got a cool bullet time effect planned out for this :D ). You'll also get a rating based on the time it takes you to beat the level, but I'm still working that out.

As for tilemapping, I'm using full-byte RLE but I might switch to half-byte if I don't need the extra tiles and I need the extra space. I have some ideas on how to use dynamic tilemapping to load more tiles into a single tile, and I'm really trying to get this to look nice.

That being said, does anyone want to help me sprite a player character? :P I might end up using the sprite from Graviter if I don't come up with something else and theme the entire game around that instead :P
In-progress: Graviter (...)

Offline Ki1o

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Re: Blastlabs [Axe]
« Reply #19 on: September 10, 2012, 06:55:24 pm »
Er no Graviter sprite plz... iirc that sprite was used in quite a few games...
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Offline Sorunome

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Re: Blastlabs [Axe]
« Reply #20 on: September 10, 2012, 06:56:28 pm »
Yeah, because it is such a awesome sprite ^^

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Offline leafy

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Re: Blastlabs [Axe]
« Reply #21 on: September 10, 2012, 06:57:34 pm »
No, I meant the one I used in the new Graviter, which if I'm correct, is totally original :P It's okay, because the awesome Deep Thought has sprited me some cool stuff :D I'll see what I can do with that! ^^
In-progress: Graviter (...)

Offline Sorunome

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Re: Blastlabs [Axe]
« Reply #22 on: September 10, 2012, 06:58:28 pm »
Ok, and don't forget to make the most awesome animations EVER XD

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Offline LincolnB

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Re: Blastlabs [Axe]
« Reply #23 on: September 10, 2012, 08:05:31 pm »
Any AI planned, or will all the hazards be static?
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Offline leafy

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Re: Blastlabs [Axe]
« Reply #24 on: September 11, 2012, 02:27:17 am »
There won't be any real AI; however, that doesn't mean the hazards will be static either ^^

Check out this awesome sprite made by our very own Deep Thought!

« Last Edit: September 11, 2012, 06:11:40 pm by leafy »
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Offline TIfanx1999

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Re: Blastlabs [Axe]
« Reply #25 on: September 11, 2012, 03:22:28 am »
This is looking really nice! Also diggin the new animated sprite. :)

Offline Deep Toaster

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Re: Blastlabs [Axe]
« Reply #26 on: September 11, 2012, 02:15:05 pm »
Glad it turned out like that—I hadn't actually seen it animated at actual size XD

The hands look a bit weird though.

(I'm also wondering what a ninja is doing in a laboratory...)

The delayed camera is really nice, but it's really abrupt when it changes direction, which seems a bit odd to me since normally it's so smooth.

Offline shmibs

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Re: Blastlabs [Axe]
« Reply #27 on: September 11, 2012, 04:20:24 pm »
that does look pretty fantastic!
obviously, using a standing still sprite when he's not moving but the other thing i noticed was that his sprite doesn't change if he's against the wall and jumps up.
* shmibs thinks that using a "jumping and facing towards the wall" sprite when he's moving upwards rather than down would look a little better.

Offline Yeong

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Re: Blastlabs [Axe]
« Reply #28 on: September 11, 2012, 06:52:21 pm »
Do I spot the "wall scaling"? :D
EDIT: by wall scaling, I mean that the player "crawls" up the wall. Is it intentional or is it a glitch from wall jumping?
« Last Edit: September 11, 2012, 09:35:29 pm by yeongJIN_COOL »
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Offline Sorunome

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Re: Blastlabs [Axe]
« Reply #29 on: September 11, 2012, 07:42:21 pm »
it's looking awesome! :D

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